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Everything posted by [aps]gnat
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Seems black (solid? 0,0,0 ?) is obvious the alpha colour the game engine is expecting to use. Either change to slightly off-black (2,2,2) or look at the ORIGINAL (pre paa) file format and make sure you didn't switch on an alpha (transparent) layer.
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Blender for terrain editing
[aps]gnat replied to lecholas's topic in ARMA 2 & OA : TERRAIN - (Visitor)
*cough* VBS Commercial (expensive) software *cough* -
adding bots to cti modes?
[aps]gnat replied to nycstorm's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Depends which CTI you're taking about. There are several. Some version (at least used to) allow you to increase the number for AI (we dont call them bots here). Or there was a separate selectable mission (file) that had more AI already defined inside. If your chosen CTI (version) doesn't have these options available, typically only an experienced scripter could modify it to add more AI. CTI scripts are typically very complicated. It is possible the CTI team did DELIBERATELY limit the number of AI, too many AI (squad leaders) in CTI's typically kills frame rate very very quickly. -
Nice post Pac And thanks Gabe Ruckus & Maven, and the others for your kind words. I'm sure Pac and the other appreciate it, helps keep the energy. As for PwS, while it may have (had) a few hiccups, you have to consider it from 2 perspectives for Mod teams. One as Pac explained on effort and need to deliver consistent product and another is Audience Size. For a bigger audience, using DayZ as an example, ArmA is complicated enough to run mods on, but PwS virtually makes it One-Click for your Average Joe Gamer.
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Textures popping\flickering
[aps]gnat replied to lord_jonny's topic in ARMA 2 & OA - TROUBLESHOOTING
WTF !! So let me get this straight ..... you have a little tree/bush lod issue and you're about to shit-can the whole game and tell all your friends its crap ...... Awesome. :mad: First off : Search the forums, many answers and suggestions are already there. Second : You provided no information on what version of the game your running ........... !! -
Having a problem with config.cpp "missing "}"
[aps]gnat replied to Sakai's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Use a program like Notepad++ or Scintilla and it clearly shows you matched or un-closed code syntax. Select a "C" language, which is basically what BIS code is -
Adding a moveable turret
[aps]gnat replied to hiddengearz's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Experience has shown me that turrets can not start working for MANY reasons, unforunately. I'll provide details of a working 2 seater aircraft I've already provided to the community (B52). Use as a guide if you like. Config.cpp .... .... .... class CfgVehicles { class Plane; class Su34 : Plane { class viewpilot; class viewgunner; class Turrets; class NewTurret; class AnimationSources; }; class GNTB52: Su34 { .... .... .... class Turrets { class MainTurret : NewTurret { minElev = -90; maxElev = 38.2; initElev = -45; minTurn = -180; maxTurn = 180; initTurn = 0; maxHorizontalRotSpeed = 1.2; maxVerticalRotSpeed = 1.2; stabilizedInAxes = "StabilizedInAxesBoth"; startEngine = 0; body = "mainturret"; gun = "maingun"; animationSourceBody = "mainturret"; animationSourceGun = "maingun"; weapons[]={"GLT_MK82_Launcher_B52"}; magazines[]={"GLT_51Rnd_MK82"}; class Viewoptics { minAngleX = -360; maxAngleX = 360; initAngleX = 0; minAngleY = -360; maxAngleY = 360; initAngleY = 0; initFov = 0.7; minFov = 0.3; maxFov = 1.2; }; soundServo[] = {"",0.01,1}; outGunnerMayFire = 1; commanding = -1; gunBeg = "S_start"; gunEnd = "S_end"; memoryPointGunnerOptics = "gunner1"; selectionFireAnim = ""; castGunnerShadow = 0; viewGunnerShadow = 0; gunnerOpticsModel = "\ca\air\optika_AH1Z"; gunnerForceOptics = 0; }; }; Model.cfg class CfgSkeletons { class Plane; class GNTB52Bones: Plane { isDiscrete=1; skeletonInherit = ""; skeletonBones[]= { "mainturret","", "maingun","mainturret", .... .... .... class cfgModels { class Plane; class GNTB52_1: Plane { skeletonName = "GNTB52Bones"; sectionsInherit=""; sections[]= { "mainturret","maingun", .... .... .... }; class Animations { class mainturret //the horizontal moving part of the turret { type="rotationY"; source="mainturret"; selection="mainturret"; axis="axis1turret"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class maingun //the vertical moving part of the turret { type="rotationX"; source="maingun"; selection="maingun"; axis="axis1gun"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; .... .... .... Make sure all turret model faces, including Memory LOD points that need to move also have the naming of "maingun" and "mainturret". With a 2 seater like an F18, likely ONLY Memory LOD points will be defined like this (like the view point "gunner1" ) as nothing of the model visually moves during rotation. EDIT If the model is not yours, your out of luck. If you are playing with someone elses addon without permission then at most it should ONLY be for educational purposes, and never for distribution. Otherwise is against most addon maker and community rules. -
Blender for terrain editing
[aps]gnat replied to lecholas's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thanks lecholas, interesting -
$300 Texture Warping (With Pictures!)
[aps]gnat replied to ramirez's topic in ARMA 2 & OA : MODELLING - (O2)
If Drunken Officer's suggestion doesn't work, export the model as "Universal BISTUDIO TXT", close O2, reopen and import the UB.TXT file ......... -
The I for "Invasion" + 1944 should give it away ...... ;) I think the Polish, the French, the Italians, the Netherlands, the Japanese, the Malaysians, the Australians, the Yugoslavians, the Libyans and the Egyptians, just to name a few, might want to argue .... :D
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Doesn't matter if you think its the "same", its not. And will likely cause major conflicts if anyone happens to have Clay_Dogs on their computer.
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!! .... sorry, will never work. Thats why you don't see even just 1 mission with Addon inside, its simply not possible. If Clay dogs was just script codes, then sure, you *might* be able to do it, but its not. Aside from that, what your doing (pulling apart someone else's addon, then planning to redistribute "parts") is VERY much against community rules! And very disrespectful If you had permissions, that would then be different.
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Buldozer Viewing crashes?!?!?
[aps]gnat replied to RazorHead1's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
So Buldozer used to work ? Try a simpler CFG language="English"; adapter=-1; 3D_Performance=93750; Resolution_Bpp=32; winX=16; winY=32; winW=800; winH=600; winDefW=800; winDefH=600; Render_W=1440; Render_H=900; FSAA=2; postFX=2; HDRPrecision=8; lastDeviceId=""; localVRAM=1063993344; nonlocalVRAM=1873815552; No, Bin is meant to be in the root of P From memory DTA and Core should be there to In CA by default is usually just Roads Maybe DATA is there? -
Addon causes game crash
[aps]gnat replied to eagledude4's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Nothing obvious but seems most likely a syntax or reference error in one of your sound modifier Expressions. i.e. the "expression =" or "frequency =" or "volume =" Maybe not all references are available to that class of vehicle. -
Questions about cfgActions
[aps]gnat replied to droo_k6's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hardly pointless. Very little of ArmA engine CAN'T be mod'ed. Unfortunately you've apparently picked one area that isn't. -
Inputting Mission.sqm into an addon
[aps]gnat replied to Graz's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Yes, on the client side the mission is saved in a side directory and unless the mission is changed (on the server) then the client does not have to download again. As for changing a mission.sqm file to an addon (it would have to be a config and a script), not impossible, but not easy (hours and hours of boring copy/paste/translate). All the (100's) object/XYZ position text from the sqm wouldnt be easily translated into a Createvehicle/XYZ script ...... unless someone's already made a translation program ........ -
LOL ... funny video ... but yes, your comment is echo'ed :D
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Not the correct way to detect. A quick search would have found you the answers. http://forums.bistudio.com/showthread.php?109000-HowTo-Check-for-addon-presence&highlight=check+addon+present http://forums.bistudio.com/showthread.php?133061-Spawning-units-vehicles-from-add-ons&highlight=check+addon+present
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Sorry, son't have 2 screens to test some permantent solution for you but one that might work for the mean time ...... Options -> Game Options -> Aiming Deadzone Slide it all the way to the right and now your cross-hairs can be swung nearly half the screen width.
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Adobe is offering many of their CS2 software for FREE for PC and Mac.
[aps]gnat replied to abs's topic in OFFTOPIC
Hobbyist and User's progress in companies, become managers, get to make recommendations about what software the business should buy and use. .... I definitely did and still do. - NitroPDF because Acrobat was always twice the price with all the same features - Paintshop Pro because I could never afford to test Photoshop personally - KompoZer because it was free WYSIWYG -
Headline; lol
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Buldozer Viewing crashes?!?!?
[aps]gnat replied to RazorHead1's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
Is the game installed on the same computer? (it has to be) Whats your external viewer call-up line in O2->FILE->OPTIONS ? Is your P drive working? Does your CA directory have the Bin folder and others setup ? Did you run any other tools before using O2 ? -
Really?! After 2 months of reading these forums and looking at the Tutorials available here and asking questions ......... you got no where? If it really is YOUR model and not some rip from another game or 3D resource site, feel free to PM me for help.
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Adobe is offering many of their CS2 software for FREE for PC and Mac.
[aps]gnat replied to abs's topic in OFFTOPIC
Yep, what I'm thinking. And you'll never get them to say so over official channels of course ;) I can easily see how it would progress. Use a stable (not hacked, no virus risk) Photoshop for a year or so ..... get used to it ..... then seriously consider buying the real thing. They are stable products. If you arent a professional and don't have OS problems ...... we're not going to care too much. I still write windows programs with software that came out 10 years ago. Sure, things like Premier and the like may not have all the video codecs etc ..... -
Take it to the PwS thread please gentlemen.